I´m very impressed with your work. The new models and FX are top notch, haven´t seen many Partial Conversions with this quality. IMO the Dropship model and some of the walker animations could do with an overhaul though.
The Mod feels somewhat biased to GDI, seeing that they got the most additions and those kick major ass. I guess many people would like to see Nod get some (more) luvin for the next version too.
There´s a couple of smaller bugs that I noticed, mainly the collision box of the MKII being too small (thus clipping with other objects and the health bar not being visible) and Cyborgs being kicked out of the squad and loosing their decal when replaced with the leg-less version. _________________ Off Duty. QUICK_EDIT
I don't think Carnius is the creator of this mod. His English seems relatively poor, whereas in ModDb the mod summary is written with fluent English. Neither does Carnius mention anything about this being his mod. _________________
I don't think Carnius is the creator of this mod. His English seems relatively poor, whereas in ModDb the mod summary is written with fluent English. Neither does Carnius mention anything about this being his mod.
I´m really creator of this mod, but understand this, i have really pure English (i teach myself )
It took me week until i wrote text you can see on ModDb with some help of Online SpellCheck
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The Mod feels somewhat biased to GDI, seeing that they got the most additions and those kick major ass. I guess many people would like to see Nod get some (more) luvin for the next version too.
GDI and Nod get the same numbers of new units, 3 for each. But i agree Nod needs something better comparing to MKII. I will do something about that in next version.
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There´s a couple of smaller bugs that I noticed, mainly the collision box of the MKII being too small (thus clipping with other objects and the health bar not being visible)
Problem is not with MKII collision box (at least i hope so, he has correct OBBOX), but with collision box of other objects in game i suspect EA guys that they just left them unfinished because they didn't count with such big models. Good example is Skirmish map Pipeline problems where MKII pass through pipes and columns, but the same can mammoth tank too, so i don't know where is really problem. Anyway you right about health bar i must do something about that.
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Cyborgs being kicked out of the squad and loosing their decal when replaced with the leg-less version.
I'm using OCL for this, so legless cyborg is new unit. I will try to find better way. QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Sep 07, 2008 7:16 pm Post subject:
After playing the mod, I can only say that it's hard to believe one person did this... It owns, really I love the Sub APC, Reapers and MMkII.
If you want some help, I'm available. Not that I know very much, but I've made a mod for myself and I know a code to make Blue Tiberium explode on destruction. May be handy for a TS-style mod I also have some knowledge on the AI (even if it's harder to edit then TS/RA2 AI)... QUICK_EDIT
I've seen your mod on ModDB yesterday and I was totally impressed by your work, good Job.
I am a big fan of Tiberian Sun, its my favorite CnC and you brought back some things I missed alot in CnC3.
But some things I would like to add, as Golan said the MKII Bugs, what he forgot, theres no formation preview for it.
Anyways, I prefer Nod, so it would be really nice if you could add some more things for the brotherhood, can you give the Reaper a netthrower :p
Perhaps you could add the Bashees as a Counter to the MKII from a special Building and perhaps you also can make a Tick Tank which comes with a supportpower, something like digging out of the ground at the selected location.
I hope the TSR team will speed up a bit, as nice as your mod is, but I am really looking forward playing TS in 3D. _________________
Ups, I forgot log in, before my previous post (guest post)
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theres no formation preview for it
I know, i left it aside, which was not much profesional. I will fix this until next version.
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can you give the Reaper a netthrower
I did try it already, but it didn´t work in way i want so i left it aside until i find better way to do that.
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add the Bashees as a Counter to the MKII from a special Building and perhaps you also can make a Tick Tank
You are not alone who miss Banshees (me too), so they are planned, but Tick Tank no, not now. I don´t miss them as much, so maybe sometime in the future.
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I hope the TSR team will speed up a bit, as nice as your mod is, but I am really looking forward playing TS in 3D.
Me too, but they goal is much much bigger than mine, so is understandable it require more time to achieve. QUICK_EDIT
I already played the mod. It totally rocks! I personally like the MMKII. Anyway, just a suggestion, can you remade Area52 "GDI Nemesis" (you know, the big mech she did in Tiberian Sun) also in your upcoming mod version? That would be SWEEEEEEEET!
Maybe also add "The Sting of Nod" (the Scorpion Mech... forgot the creators name...) for the Nod Arsenal.
Looking forward to your next version. Keep it up! You are The MAN! QUICK_EDIT
Hover MLRS and Cyborgs look great. The MK II is huge. I can't fathom how it fits in the War Factory honestly. The podded Tiberium is another welcome sight. Should work on removing the glowing green cracks, they don't suit the pods.
This mod would go well with TWA. Mmm Advanced Essence... QUICK_EDIT
I did try it already, but it didn´t work in way i want so i left it aside until i find better way to do that.
No Problem with that: just spawn an object at the target location with an AttributeModifierAura the Modifier itself can set the unit speed to zero and can give them a ModelCondition you can use to draw a nice net on top of the units. QUICK_EDIT
I did try it already, but it didn´t work in way i want so i left it aside until i find better way to do that.
No Problem with that: just spawn an object at the target location with an AttributeModifierAura the Modifier itself can set the unit speed to zero and can give them a ModelCondition you can use to draw a nice net on top of the units.
set the status IMMOBILE with the attrimod is more safe. with speed 0 the unit can still turn. _________________ QUICK_EDIT
Sorry i don´t know what you talking about, i probably miss something.
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Ju-Jin wrote:
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can you give the Reaper a netthrower
I did try it already, but it didn´t work in way i want so i left it aside until i find better way to do that.
No Problem with that: just spawn an object at the target location with an AttributeModifierAura the Modifier itself can set the unit speed to zero and can give them a ModelCondition you can use to draw a nice net on top of the units.
set the status IMMOBILE with the attrimod is more safe. with speed 0 the unit can still turn.
What i did was a weapon based on confessor grenade(with different fx), attribute modifier set speed and vision to 0. It works fine, but despite filter for infantry in damage nugget it affects vehicles and buildings too.
You ideas sounds good. It is way i didn´t try yet, so maybe this will work. QUICK_EDIT
hey in your mod it said you will allow us to use your modles etc, so long as wer give you credit, where can we download them?
I'm looking forward to releasing some of my models for public use, but not now. I must first finished some things I forgot (like formation preview for my units) and I'm busy with many other things. You are not alone who wants it, so be patient that time will come. QUICK_EDIT
Alrighty Carinus, tried out the mod, visual detail on GDI stuff is top notch. Y'know, you really should show the units more clearly in promotional images on moddb.
Here, feel free to use these on your moddb page:
And now, feedback:
Mammoth MK II
Team Colour on side of railguns a little too glaring. My recommendation would be that team colour on the railguns should be in 2 narrow vertical stripes.
lack of proper halting animation for legs so it's wierd when it stops moving. The legs magically shift to default position.
MARV voice suits it better than current RA2 Apocalypse's voice.
Scarab
It doesn't seem to follow the colour scheme as the other Nod vehicles. Try making its dark grey more like th eFlame Tank or Beam Cannon. Also, the red portions on the chassis should be team-coloured.
(For those who don't know, the above Scarab pic shows black team colour. You can see the red portions clearly.)
Hover MLRS
Rectangular team coloured blocks on the front a little too glaring. Try replacing with narrow strips of team colour like what you see on the GDI APC.
Cyborgs
The mechanical sound when they walk is a little too loud. Other than that, perfecto.
Also (I mentioned to Stygs too) the standard Cyborgs risk making Rifle Militia obsolete. I'd recommend the Rifle Militia converting into the cyborgs when promoted (or maybe you can convert them to Cyborgs be sending them into a Secret Shrine... dunno if codeable)
New Missile Trails
As seen in the Reaper firing pic above, the trail needs more smoke puffs. Currently it's like a line of separated puffs.
New heroic Nod lasers
They'd look better with a white middle in the beam. Comparison pic shown above, you can see the white middle of the regular laser.
Dropship Bay
Its just my opinion but I feel the Space Uplink Command should just be the dropoff point for the MK II rather than making an entirely new structure just for that purpose. My recommendation:
Change the Space Command building's model to that of the current Dropship Bay so it can accommodate the Dropship. Maybe add more detail to the model by transferring the satellite dish from the Space Command Building. Finally, transfer the Mammoth Stomp power to the Space Command building.
Basically it saves the trouble of making an entire new building just to get the MK II. QUICK_EDIT
Apologies for double-post, forgot to add in stuff for feedback:
Mammoth MK II:
The TS GDI logo on its side has a glassy look on the right of the logo. Maybe sticking to the C&C 3 GDI logo'll be better...
Tiberium:
Blue Tiberium crystals look a little too dark blue. Try for a colour like the blue shown here:
And as we all know, it wouldn't be "classic Tiberium" if it don't go boom like the classic Vinifera
Also, all the best for replacing craters with Blossom Trees. Might be a little challenging since the trees will need some way to cover up the invisible terrain which the craters are on... hmm maybe the trees can come with a terrain overlay like the soil on the craters? QUICK_EDIT
But for now, who created the Mammoth Mk II, the Hover MLRS, the Cyborg and the Cyborg Reaper models?
Was it you who made those models and parameter codes or is it Valdez (who posted some of the model screenshots here today).
-_-
What I said earlier should've implied that I downloaded the mod, tried it out, and took screenshots of the units. Of course Carnius made the models why else would there be conversation in the earlier posts about him releasing said models for public use... QUICK_EDIT
Wow, this is is really nice pictures Valdes, maybe i will use some of them. I´m just wondering how you removed background and house color so precisely.
To your feedback:
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lack of proper halting animation for legs so it's wierd when it stops moving. The legs magically shift to default position.
Yeah, I know, I still fight with this (with Titan anim too). It is difficult understand how this things work in CnC3 SDK, plus I´m beginner on modeling (MKII is second model I ever did) But trust me, i do my best to fix it.
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MARV voice suits it better than current RA2 Apocalypse's voice.
Maybe, unfortunately i don´t know how get sounds from kanes wrath.
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It doesn't seem to follow the colour scheme as the other Nod vehicles. Try making its dark grey more like th eFlame Tank or Beam Cannon.
Its not perfect, but I think it fits well between other nod vehicles.
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The mechanical sound when they walk is a little too loud.
Fixed
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Also (I mentioned to Stygs too) the standard Cyborgs risk making Rifle Militia obsolete. I'd recommend the Rifle Militia converting into the cyborgs when promoted (or maybe you can convert them to Cyborgs be sending them into a Secret Shrine... dunno if codeable)
You still need extra building to build Cyborgs, and they cost 4x more than militants, so i want to leave more options. I was already thinking about converting Militants to cyborgs but as you - dunno if codeable.
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New Missile Trails
As seen in the Reaper firing pic above, the trail needs more smoke puffs. Currently it's like a line of separated puffs.
Looking forward to fix it.
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New heroic Nod lasers
They'd look better with a white middle in the beam. Comparison pic shown above, you can see the white middle of the regular laser.
I did already try it. Problem is that with white middle they looks like too close to regular laser. Trust me its better like it is now.
To your comment on house colors, i agree they need some adjustment.
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Blue Tiberium crystals look a little too dark blue. Try for a colour like the blue shown here:
Maybe they are too dark, but in other hand this one feels too bright comparing to TibSun, perhaps it needs something in between. QUICK_EDIT
nice mod, it veryfun and good design.many idea he use in game match what i want to do if i can modding c&c3. i hope he will continue to do next version. QUICK_EDIT
How about making a new structure called "Nemesis Hangar" to build the GDI Nemesis Super Mech?
Set the price to 10000 credits and you can only have one in the game just like the MKII.
Weapons suggestion, how about Super Railgun like the MARV triple canon for its primary weapon and a Missile Barrage just like the GDI Warship (the missile can travel veeeery faraway!)
That was just a suggestion (but I do hope you can realize it )... time to play your mod again Carnius (this would be the 50th time!) QUICK_EDIT
How about making a new structure called "Nemesis Hangar" to build the GDI Nemesis Super Mech?
Set the price to 10000 credits and you can only have one in the game just like the MKII.
Weapons suggestion, how about Super Railgun like the MARV triple canon for its primary weapon and a Missile Barrage just like the GDI Warship (the missile can travel veeeery faraway!)
That was just a suggestion (but I do hope you can realize it )... time to play your mod again Carnius (this would be the 50th time!)
IMO with the Mammoth, there isn't a need for an even stronger mech as people would either never use the MK II because the Nemesis is stronger, or they'd never use the Nemesis because of the price tag you listed (I'm betting on the latter).
When it comes to adding units one thing I'm particularly concerned about is if they'd make existing units obsolete. You saw my earlier comment on Cyborgs and Riflemen. Once you can get to build Cyborgs I doubt Rifle Militia will be of any more use.
(I suggest making the Cyborgs and Reapers reinforcement-only, just like the Titans. That way you don't always think that you can comfortably purchase them instead of Rifle Militia)
Speaking of the Mammoth MK II... This thing is seriously photogenic
...the sad thing is the temple still doesn't die till you ion cannon it QUICK_EDIT
They look good, but i will not do them. Honestly Nemesis looks like from mechwarior and Sting is too close to real scorpion. They will not fit into my mod.
Valdes wrote:
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Carnius wrote:
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I did already try it. Problem is that with white middle they looks like too close to regular laser. Trust me its better like it is now.
My original suggestion was sort of like this:
It´s good with black background but in game in various environment (like nod mission Ayers rock) it needs something more distinguishable.
Valdes wrote:
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Hmm, maybe something like this? It's coloured a little similar to the C&C 3 blue Tiberium.
Request it from Banshee, I guess. The fact that he did the "bloody hell" thing so early on must mean he likes the mod. heck I think MidEast Crisis hasn't even received the Banshee Bloody Hell yet.
Regarding the lasers, yesh I guess it isn't really a big issue. how bout the whole Cyborgs/Rifle Militia thing? Ever considered having Cyborgs and Reapers as part of a reinforcement power so that Rifle Militia still have some use? Nod could use another one anyway (all they have is Shadow reinforcement)
The support power could have, say 3 Cyborg squads and 2 Reapers dropped from Carryalls. It'd be called... LEGION's Legion sorry couldn't resist... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Sep 11, 2008 11:16 pm Post subject:
Dutchygamer wrote:
Banshee wrote:
Bloody hell! This mod is looking really good. Need hosting?
Wow, Banshee and hosting a C&C 3 mod? Impossible!
No, it is not impossible. PPM actually hosted Red Europe, which was a C&C3 mod.
@Guest: And the mod is looking very nice indeed. Regarding MEC2, the bloody hell is implicit there . That mod is astonishing.
@Carnius: if you are interested on getting Tiberium Essence hosted on PPM, PM me the description of Tiberium Essence forum, the name and description for each subforum that you may require.
PPM also host sites. In this case I'd need the address (I.e.: http://essence.ppmsite.com) and the password (you can request me to generate a random one if you want). QUICK_EDIT
it looked like the original from a distance (my 3Ds skills fail)
and it even had a grinder on the front that spuna dn dug when going into turret mode...and then the tank got a health buff in turet mode...my problem was i didnt make a reverse animation so undeploying crashed the game
_________________ "Nobody is invincible, no plan fool proof" -HP from Scooter QUICK_EDIT
Yeah, but you have given the bumper attention, the one thing you should not give them. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Hi all.
I'm a spanish fan of this mod, Tiberium Essence. The spanish fan community is very satisfied by this. Good work!! We wait for the 1.3 version impatiently.
For this reason, (with your permission) I have decided to translate the mod into my language.
I could edit the texts (the file .str) without any problem, but I do not know where the audio files are in your mod, and what program open and edit these files.
It's just necessary the "BIGEditor", or do I need another program too?
Wow, you spared my work
The only thing that inspired me into modding is to make Tiberium Wars a proper sequel to Tiberian sun. And with this mod there's left a little to do to make the game a proper sequel.
Good work!!! QUICK_EDIT
Check Where to place Mods so they work (*) from the subforum Blue Zone Tutorials. _________________ I made a faq.If you find an explainable way to do something,please contribute.
If you find a good FAQ somewhere,try getting either the author post it in the forum,or the authorization to copy it (you can't do it without authorization,check the rules). QUICK_EDIT
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